Network game system for executing event in network game

ABSTRACT

A network game system includes a server apparatus and a plurality of video game apparatuses connected to the server apparatus. A party includes player characters of a plurality of players. When the party battles with an opponent character, the server apparatus simultaneously transmits movie playback information to each video game apparatus for starting playback of a movie. Each of the players can skip the movie at a desired timing. A screen is displayed on each video game apparatus that has skipped the movie until the battle starts. When information is received from each video game apparatus that indicates playback of the movie has ended, the server apparatus simultaneously transmits battle start information to each video game apparatus.

CROSS-REFERENCE TO RELATED APPLICATION

This is a continuation application of U.S. patent application Ser. No.14/582,632, filed Dec. 24, 2014, which is a continuation application ofU.S. patent application Ser. No. 13/298,589, filed Nov. 17, 2011 and nowU.S. Pat. No. 8,944,919, which claims the benefit of Japanese PatentApplication No. 2010-272440, filed on Dec. 7, 2010. The disclosure ofeach of the above-identified applications, including the specification,drawings, and claims, is incorporated herein by reference in itsentirety.

BACKGROUND OF THE INVENTION Field of the Invention

The present invention relates to a network game in which a plurality ofplayers participate to progress with the game, and, more particularly,to execution of an event in which a plurality of players participate.

Description of the Related Art

The recent advancement on the network technology has made network games(online games) vivid in each of which a plurality of players participateto progress with the game. A system that executes a network gameincludes a server apparatus which is managed by one who runs the networkgame, and client devices of individual players which are connectable tothe server apparatus over a network such as the Internet.

An RPG (Role Playing Game) among the network games progresses asmultiple players participate in the game at the same time so that theirplayer characters cooperate with one another to battle with an opponentcharacter, or the players make their player characters battle with oneanother. Recently, in particular, an MMORPG (Massively MultiplayerOnline RPG) which permits participation of more players is becomingpopular. A network game such as an MMORPG requires that the movements ofthe player characters of all the participating players should betransmitted to the client devices manipulated by the players withoutcontradiction.

Japanese Patent Application Laid-Open Publication No. 2008-99906discloses a technique of allowing a server apparatus to centralizemanagement on the timings for the actions and processing of the playercharacters, and periodically synchronize with the timing of progressingthe game. The technique disclosed in Japanese Patent ApplicationLaid-Open Publication No. 2008-99906 prevents the individual clientdevices from processing time-sequential information with some delayswhich would bring about inconsistency on the progress of the game. Thisscheme can be adapted to processing of an event in which a plurality ofplayers participate in a network game.

When an event occurs in a network game, a movie may be played back onthe individual client devices as a previous step to the event so thatthe individual players watch the movie at the same time. In a networkgame such as an MMORPG in which multiple players participate, however,there are a variety of players including skilled or experienced playersand beginners. In a case where experienced players and beginnersparticipate in the same event, is likely that the experienced playershave already seen such a movie so that they may feel tedious about beingtied on watching the movie for a long time whereas the beginners are aptto see it for the first time.

From the viewpoint of just playing back a movie, the each client devicemay be permitted to freely skip the movie as each player is likely toskip some scenes in progressing with a stand-alone game, so that theplayer is relieved of a long tie-up. When an event such as a battleimmediately follows the end of a movie, however, the timing for aprocess related to the event in the progress of the game may vary amongthe individual client devices. From the viewpoint of playing an eventsuch as a battle with a plurality of players in cooperation, it is notdesirable that while some players are watching a movie, the otherplayers freely start the battle.

SUMMARY OF THE INVENTION

Accordingly, it is an object of the present invention to provide anetwork game system or the like that reliably restrains some of aplurality of players from freely playing an event in a game which shouldbe played by the players together.

To achieve the object, according to one aspect of the invention, thereis provided a network game system including a server apparatus, and aplurality of terminal apparatuses connected to the server apparatus overa network, wherein players who respectively use the terminal apparatusescooperate to play an event in a game provided by the server apparatus.

The server apparatus includes an event occurrence informationtransmitter that transmits event generating information to each of theterminal apparatuses when a predetermined event generation condition ismet in the game. The server apparatus also includes anend-of-preparation notifying information receiver that receivesend-of-preparation notifying information transmitted from each of theterminal apparatuses. The server apparatus further includes an eventstart information transmitter that simultaneously transmits event startinformation to all of the terminal apparatuses on condition that theend-of-preparation notifying information receiver has received theend-of-preparation notifying information from all of the terminalapparatuses.

Each of the terminal apparatuses includes an event occurrenceinformation receiver that receives the event occurrence informationtransmitted from the event occurrence information transmitter, and anevent preparation image display that, upon reception of the eventoccurrence information at the event occurrence information receiver,performs a process of displaying an event preparation image enablingtermination of display on a display device included in the terminalapparatus at a desired timing in response to a termination instructionfrom the player using the terminal apparatus. Each of the terminalapparatuses also includes an end-of-preparation notifying informationtransmitter that transmits the end-of-preparation notifying informationto the server apparatus when display of the event preparation image isterminated. Each of the terminal apparatuses further includes an eventstart information receiver that receives the event start informationtransmitted from the event start information transmitter. Each of theterminal apparatuses further includes a standby process executing unitthat executes a predetermined standby process until the event startinformation receiver receives the event start information after theend-of-preparation notifying information transmitter has transmitted theend-of-preparation notifying information. Each of the terminalapparatuses further includes an event transition unit that moves to aprocess of executing the event when the event start information receiverreceives the event start information.

In the network game system, when each terminal apparatus receives eventoccurrence information transmitted from the server apparatus, theterminal apparatus displays an event preparation image on the displaydevice included in each terminal apparatus. When the display of theevent preparation image ends, each terminal apparatus transmitsend-of-preparation notifying information to the server apparatus. Oncondition that the server apparatus receives this end-of-preparationnotifying information from every terminal apparatus, the serverapparatus simultaneously transmits event start information to all theterminal apparatuses, and each terminal apparatus having received theevent start information goes to a process of playing the event.

While each player can terminate the display of the event preparationimage on his/her own terminal apparatus at a desired timing, the eventwill not be played until the player receives event start information.This can assure that playing an event can be held until a plurality ofplayers are ready to play it together. Each terminal apparatus performsa standby process until the terminal apparatus receives the event startinformation after the display of the event preparation image isterminated. Accordingly, a player who has terminated the display of theevent preparation image may not be bored.

To achieve the object, a game apparatus according to a second aspect ofthe invention is a game apparatus among a plurality of game apparatusesconnected to a server apparatus over a network, wherein a player whouses the game apparatus cooperates with players using other gameapparatuses to play an event in a game provided by the server apparatus.

The game apparatus includes an event occurrence information receiverthat receives event occurrence information transmitted from the serverapparatus when a predetermined event generation condition is met in thegame. The game apparatus also includes an event preparation imagedisplay that, upon reception of the event occurrence information at theevent occurrence information receiver, performs a process of displayingan event preparation image enabling termination of display on a displaydevice included in the game apparatus at a desired timing in response toa termination instruction from the player using the game apparatus. Thegame apparatus further includes an end-of-preparation notifyinginformation transmitter that transmits the end-of-preparation notifyinginformation to the server apparatus when display of the eventpreparation image is terminated. The game apparatus further includes anevent start information receiver that receives event start informationto be simultaneously transmitted to all of the game apparatuses oncondition that the server apparatus has received the end-of-preparationnotifying information from all of the game apparatuses. The gameapparatus further includes a standby process executing unit thatexecutes a predetermined standby process until the event startinformation receiver receives the event start information after theend-of-preparation notifying information transmitter has transmitted theend-of-preparation notifying information. The game apparatus furtherincludes an event transition unit that moves to a process of executingthe event when the event start information receiver receives the eventstart information.

To achieve the object, a recording medium according to a third aspect ofthe invention is a computer readable recording medium recording aprogram which is executed by each of a plurality of computers connectedto a server apparatus over a network, and allows a player who uses thecomputer to cooperate with players using other computers in theplurality of computers to play an event in a game provided by the serverapparatus.

The program allows the computer to function as an event occurrenceinformation receiver that receives event occurrence informationtransmitted from the server apparatus when a predetermined eventgeneration condition is met in the game. The program also allows thecomputer to function as an event preparation image display that, uponreception of the event occurrence information at the event occurrenceinformation receiver, performs a process of displaying an eventpreparation image enabling termination of display on a display deviceincluded in the computer at a desired timing in response to atermination instruction from the player using the computer. The programfurther allows the computer to function as an end-of-preparationnotifying information transmitter that transmits the end-of-preparationnotifying information to the server apparatus when display of the eventpreparation image is terminated. The program further allows the computerto function as an event start information receiver that receives eventstart information to be simultaneously transmitted to all of thecomputers on condition that the server apparatus has received theend-of-preparation notifying information from all of the computers. Theprogram further allows the computer to function as a standby processexecuting unit that executes a predetermined standby process until theevent start information receiver receives the event start informationafter the end-of-preparation notifying information transmitter hastransmitted the end-of-preparation notifying information. The programfurther allows the computer to function as an event transition unit thatmoves to a process of executing the event when the event startinformation receiver receives the event start information.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram showing the configuration of a network gamesystem according to an embodiment of the invention.

FIG. 2 is a block diagram showing the configuration of a video gameapparatus shown in FIG. 1.

FIG. 3 is a block diagram showing the configuration of a serverapparatus shown in FIG. 1.

FIGS. 4A and 4B are diagrams showing tables which are managed by theserver apparatus shown in FIGS. 1 and 3.

FIG. 5 is a diagram showing the structure of data stored in the videogame apparatus shown in FIGS. 1 and 2.

FIGS. 6A to 6E are diagrams exemplarily illustrating the progress of anetwork game according to the embodiment of the invention, and the flowof data associated with the progress of the game.

FIG. 7A is a flowchart illustrating a routine which is executed by theserver apparatus.

FIG. 7B is a flowchart illustrating a routine which is executed by thevideo game apparatus.

FIGS. 8A to 8E are diagrams showing specific examples of display screensof individual video game apparatuses prior to a battle.

BEST MODE FOR CARRYING OUT THE INVENTION

An embodiment of the invention will now be described with reference tothe accompanying drawings.

A network game according to the embodiment is an MMORPG which progressesas a plurality of players who participate in the network game at thesame time cause their own player characters in a battle field as virtualspace to battle with an opponent character present in the field. In thisnetwork game, a player forms a party of a plurality of player characterscomposed of the player's own player character and player characters ofthe other players. A plurality of player characters belonging to theparty co-progress with the battle.

FIG. 1 is a block diagram showing the general configuration of a networksystem where a network game according to this embodiment is played. Asillustrated, the network system includes a plurality of video gameapparatuses 100 connected to a server apparatus 200 over a network 151like the Internet.

FIG. 2 is a block diagram showing the configuration of the video gameapparatus 100 shown in FIG. 1. As illustrated, the video game apparatus100 has a main body 101 as its main unit. The main body 101 includes acontrol unit 103, a RAM (Random Access Memory) 105, a hard disk drive(HDD) 107, a sound processor 109, a graphics processor 111, a DVD/CD-ROMdrive 113, a communication interface 115, and an interface unit 117, allof which are connected to an internal bus 119.

The sound processor 109 of the main body 101 is connected to a soundoutput device 125 or a speaker, and the graphics processor 111 isconnected to a display device 121 having a display screen 122. Arecording medium (in this embodiment, DVD-ROM or CD-ROM) 131 ismountable in the DVD/CD-ROM drive 113. The communication interface 115is connected to the network 151. A light emitting unit 160, a receptionunit 161, and a memory card 162 are connected to the interface unit 117.

The control unit 103 includes a CPU (Central Processing Unit), and a ROM(Read Only Memory), and executes a program stored in the HDD 107 or onthe recording medium 131 to control the main body 101. The control unit103 includes an internal timer. The RAM 105 is used as a work area forthe control unit 103, and temporarily stores information on thepositions of player characters to be described later, HP (Hit Pointwhich will be described later), etc. The HDD 107 is a storage area forstoring programs and data. When instructed to output sounds by a programwhich is being executed by the control unit 103, the sound processor 109interprets the instruction and outputs sound signals to the sound outputdevice 125.

The graphics processor 111 maps image data in a frame memory 112 (whichis shown outside the graphics processor 111 in FIG. 2 but is actuallyprovided in a RAM included in a chip composing the graphics processor111) in accordance with a drawing instruction output from the controlunit 103, and outputs video signals to display images on the displayscreen 122 of the display device 121. One frame time of images in thevideo signals output from the graphics processor 111 is, for example,1/30 sec. There are two sets of frame memories 112, one for writing andthe other for reading, which are switched from one to the other for eachframe period.

The DVD/CD-ROM drive 113 reads out programs and data from the recordingmedium 131. The communication interface 115 is connected to the network151 to communicate with other computers. The light emitting unit 160includes a plurality of LEDs having light irradiating directionsdifferent from one another, and is located in a position having apredetermined relation with the display device 121 (above or under thedisplay device 121).

The input device 163 includes a light receiver 163 a, an accelerationsensor 163 b, and a transmission unit 163 c. The light receiver 163 areceives light emitted from each LED included in the light emitting unit160. The number and positions of LEDs whose lights can be received bythe light receiver 163 a vary depending on the direction of the inputdevice 163. The acceleration sensor 163 b includes a multi-axisacceleration sensor having three or more axes, and detects theinclination and three-dimensional motion of the input device 163. Theinput device 163 has directional keys and a plurality of operationbuttons.

The transmission unit 163 c transmits an infrared signal according tothe condition of the input device 163, more specifically, according tothe inclination of the input device 163 and the direction and speed ofthe motion of the input device 163 which are detected by theacceleration sensor 163 b, and inputs from the directional keys and theoperation buttons of the input device 163. The infrared signaltransmitted from the transmission unit 163 c is received by thereception unit 161 as input data from the input device 163.

The interface unit 117 outputs input data received by the input unit 161to the RAM 105. The control unit 103 interprets the input data andperforms an arithmetic operation. In response to an instruction from thecontrol unit 103, the interface unit 117 stores data representing theprogress state of the game stored in the RAM 105 in the memory card 162,and reads out data on the game stored in the memory card 162 at the timethe game has been suspended, and transmits the data to the RAM 105.Though not shown, a keyboard is used as the input device to inputcharacters in a chat function to be described later. The keyboard may beof a type which inputs a signal to the interface unit 117 via the inputdevice 163, or of a type which directly inputs a signal to the interfaceunit 117.

The programs and data for playing the game on the video game apparatus100, and data on a movie itself, etc. are initially stored in, forexample, the recording medium 131. The programs and data for the game,and data on a movie itself, etc. stored in the recording medium 131 areread out by the DVD/CD-ROM drive 113 and are loaded onto the RAM 105 atthe time of execution. The control unit 103 processes the programs anddata loaded onto the RAM 105, outputs a drawing instruction to thegraphics processor 111, and outputs a sound output instruction to thesound processor 109. Intermediate data which is produced while thecontrol unit 103 is performing the processing is stored in the RAM 105.

FIG. 3 is a block diagram showing the configuration of the serverapparatus 200 shown in FIG. 1. As shown, the server apparatus 200 has amain body 201 as its main unit. The main body 201 includes a controlunit 203, a RAM 205, a hard disk drive (HDD) 207, a DVD/CD-ROM drive213, and a communication interface 215, all of which are connected to aninternal bus 219. A recording medium (DVD-ROM or CD-ROM) 231 is mountedin the DVD/CD-ROM drive 213.

The control unit 203 includes a CPU and a ROM, and executes a programstored in the HDD 207 or on the recording medium 231 to control theserver apparatus 200. The control unit 203 includes an internal timerthat measures a current time. The RAM 205 is used as a work area for thecontrol unit 203. The HDD 207 is a storage area for storing programs ordata. The communication interface 215 is connected to the network 151 tocommunicate with each video game apparatus 100.

The programs and data for playing a network game on the server apparatus200 are initially stored in, for example, the recording medium 231, andare installed in the HDD 207 therefrom. The programs and data are readout from the HDD 207 and are loaded onto the RAM 205 at the time ofexecution. The control unit 203 processes the programs and data loadedonto the RAM 205, and progresses with the network game based on datatransmitted from each video game apparatus 100. Intermediate data whichis produced while the control unit 203 is performing the processing isstored in the RAM 205.

The following will explain a battle on a battle field in the networkgame according to the embodiment. A plurality of player charactersforming a plurality of parties, and a plurality of opponent charactersare present on the field in the network game. A battle between playercharacters and an opponent character (the following description will begiven of a case where the number of opponent characters in one battleaccording to the embodiment is one) takes place on a battle field. Whena plurality of player characters compose a party, a battle with anopponent character is fought between the party and the opponentcharacter.

In the battle, each player character and the opponent character fightagainst each other, and the HP (Hit Point which will be discussed later)of each player character and the HP of the opponent character decreaseevery time they are attacked. Any player character or the opponentcharacter whose HP becomes 0 is disabled. When the HP of the opponentcharacter becomes 0, disabling the opponent character, the playercharacters win the battle with, and can engage in a battle with a newopponent character.

A battle may be fought with an intermission of a given period duringwhich a movie is played back. This movie is a dynamic image relating toa battle which follows the termination of the movie, so that each playerwill watch the movie on his/her own video game apparatus 100. When themovie terminates, each player is placed on the battle field to engage inthe battle with the opponent character.

Each player may stop playing back the movie by operating the inputdevice 163 before the given period elapses. The termination of theplayback of a movie without waiting for the elapse of the given periodis called skipping a movie. The player character of a player whoperforms an operation to skip the movie is placed on the battle fieldbefore those of players who have not yet stopped playing back the movie.The player characters of the players who have not yet stopped playingback the movie stay posted off the battle field. The display screen 122of the video game apparatus 100 which has skipped the movie shows howindividual player characters are placed on the battle field.

The player character which is associated with the video game apparatus100 which has skipped the movie moves into the battle field from outsidethereof. At this time, the display screen 122 of the video gameapparatus 100 that is associated with the player character which hasalready skipped the movie earlier and has been placed on the battlefield shows how the player characters moving onto the battle field fromoutside thereof appear. Differences in the player characters on thebattle field and in the player characters outside the battle field, bothon the display screen 122, and how those player characters are movingthereon will be described in detail in the description of specificexamples of the display screen 122 which will be given later.

The position of a player character on the battle field in a battle(hereinafter referred to as “battle position”) will be described. Thebattle position is determined in the order of the individual video gameapparatuses 100 which terminate the movie (specifically, in the orderthe server apparatus 200 receives info Nation on the termination of themovie (skip input, information on the end of the movie to be describedlater)). The battle position will be described below on a case wherethree player characters compose a party.

A first player character associated with the video game apparatus 100which has skipped the movie earliest and a third player characterassociated with the video game apparatus 100 which has played back themovie till the latest time are posted at battle positions far from theopponent character. A second player character associated with the videogame apparatus 100 which has skipped the movie next to the first playercharacter is posted at a battle position close to the opponentcharacter.

As the individual players are placed at battle positions at differentdistances from the opponent character in a battle this way, thefrequency of attacks on each player character by the opponent characterin an actual battle and the damage level of an attack on each playercharacter by the opponent character (the amount of reduction in HP in asingle attack) vary. The second player character close to the opponentcharacter has a high frequency of attacks by the opponent character anda high damage level, whereas the first and third player characters farfrom the opponent character have low frequencies of attacks by theopponent character and low damage levels.

When a player skips the movie quickest or plays it back till the latesttime, the player can place his/her own player character at anadvantageous battle position with respect to the opponent character. Onthe other hand, when a player skips the movie next to the quickestplayer, the player places his/her own player character at adisadvantageous battle position.

An advantage/disadvantage in a battle may be determined by which one ofattributes, fire, water or wind, each player and an opponent characterhave. For example, an opponent character which has the attribute of firehas a high damage level on a player character having the attribute ofwater, and a low damage level on a player character having the attributeof wind. An opponent character which has the attribute of wind has ahigh damage level on a player character having the attribute of fire,and having a low damage level on a player character which has theattribute of water. This is true of the damage level of a playercharacter on an opponent character.

The attributes of fire, water and wind have what is called three-waystandoff (each attribute is advantageous and disadvantageous over theother two attributes, respectively). Even if the battle position at aclose battle distance is disadvantageous for a player character over theopponent character, therefore, when the attribute of the playercharacter is advantageous over the attribute of the opponent character(e.g., when the player character has the attribute of fire whereas theopponent character has the attribute of water), the positioning of theplayer character at a battle position close to the opponent charactershould not necessarily be disadvantageous over the opponent character.

In case of a first battle with an opponent character, such an attributeof the opponent character may be found out when player characters whichhave all the three attributes actually engage in the battle with theopponent character and attack on the opponent character (from thehigh/low damage levels), but cannot be known before the battle starts.However, each player may have an opportunity in viewing a hint, or avideo image suggesting which attribute the opponent character has in amovie played back by each video game apparatus 100 before the battle.

Because such a hint in a movie cannot be viewed naturally if a playerperforms a skip operation before the hint is shown in the movie, anearly skip operation to get an advantageous battle position results inmissing the hint, and hesitating to perform a skip operation not to missthe hint is likely to miss an advantageous battle position. Specificexamples of the timing of displaying such a hint will be discussed inthe later description of specific examples of display screens.

A player character which has terminated the playback of a movie earlierand is placed on the battle field will stand by until the playback ofthe movie is terminated on the video game apparatuses 100 of all theplayer characters composing the party and all the player characters areplaced on the battle field. In the standby mode, a player can manipulatethe input device to have a chat using a chat function provided in thenetwork game.

In standby mode, each player can change the equipment (e.g., a weapon orprotective equipment) of his/her player character, or practice themovement of the player character in a battle (e.g., practice of what iscalled a deadly skill or the like). Changing the equipment of a playercharacter can suppress the amount of reduction in its own HP by a singleattack by the opponent character, or increase the amount of reduction inHP of the opponent character. As for a party composed of three or moreplayer characters, two player characters may simultaneously enter thestandby mode until a battle starts, the action of each of the otherplayer characters is controlled by the video game apparatus 100 of thatplayer character except for the action into the battle field originatedfrom the termination of the movie, and is not affected at all by theoperations of the players associated with the other player characters instandby mode.

A description will be given of data which is managed by the serverapparatus 200 and data which is stored in the video game apparatus 100for the progress of the network game according to the embodiment. FIGS.4A and 4B are diagrams showing tables which are managed by the serverapparatus 200 to execute the network game according to the embodiment.

FIG. 4A shows a party management table 400 managing statuses forindividual parties present in the network game according to theembodiment. FIG. 4B shows a character management table 410 which isgenerated for each party and manages information on the positions,appearances, etc. of characters composing the party.

A party ID 401, a participant character ID 402, a battle flag 403, and abefore-battle flag 404 are stored in the party management table 400shown in FIG. 4A for each party. The party ID 401 is identifyinginformation for uniquely identifying each party present on the field.The participant character ID 402 indicates character IDs (to bedescribed later) of all player characters composing the party. Thebattle flag 403 indicates whether a party is restricted by a process(including a battle itself and playback of a movie) relating to abattle, and is ON (1) during a battle, and is OFF (0) otherwise.

The before-battle flag 404 indicates whether any player characterassociated with a the video game apparatus 100 which is playing back amovie is present in the player characters composing the party. Thebefore-battle flag 404 is ON (1) when such a player character ispresent, and is OFF (0) otherwise. Because playback of a movie iscarried out as a previous step to a battle, the battle flag 403 isalways ON when the before-battle flag 404 is ON, so that thebefore-battle flag 404 will not be ON when the battle flag 403 is OFF.

A character ID 411, a destination address 412, name information 413,form information 414, attribute information 415, position information416, HP information 417, equipment information 418, and a movie-ON flag419 are stored in the character management table 410 shown in FIG. 4Bfor each character composing the party.

The character ID 411 is identifying information for uniquely identifyingeach player character present on the field. The destination address 412represents an IP address assigned to specify the video game apparatus100 which manipulates each respective player character. The nameinformation 413 is used as information for displaying the name of aplayer character on the display screen 122. The form information 414 isinformation used to represent the appearance (build, face, etc.) of aplayer character on the field.

The attribute information 415 is information representing which one ofthe attributes, fire, water or wind, a player character has. Theposition information 416 is information representing a battle positionon the field or the battle field. The HP information 417 is informationrepresenting the value of the HP of the player character.

The equipment information 418 represents information on a weapon or thelike equipped on the player character, and allows the player to see theappearance of the player character equipped with the weapon or the like(equipped with a sword, wearing a helmet, or the like) on the displayscreen 122. The movie-ON flag 419 is information representing whetherthe video game apparatus 100 manipulating each respective playercharacter is playing back a movie. The movie-ON flag 419 is ON (1) whenthe movie is being played back, and is OFF (0) when the movie isterminated.

As information for playing back a movie on each video game apparatus 100is transmitted, the movie-ON flag 419 associated with all the video gameapparatuses 100 is updated to “1”. As the server apparatus 200 receivesinformation indicating that an input on skipping has been input fromeach video game apparatus 100 or information indicating that a movie hasbeen played back to the end, the movie-ON flag 419 of said each videogame apparatus 100 is updated to “0”.

FIG. 5 is a diagram showing the structure of data stored in the videogame apparatus 100. A character ID 501, a party ID 502, name information503, form information 504, attribute information 505, positioninformation 506, HP information 507, equipment information 508, amovie-ON flag 509, and other-player-character information 510 are storedin the video game apparatus 100.

The character ID 501 is unique to the player character which ismanipulated by the video game apparatus 100 where the character ID 501is stored, and is the same as the character ID 411 stored in thecharacter management table 410. The character ID 501 and the characterID 411 uniquely specify a player character on a field and a battlefield, and a video game apparatus 100 manipulating the player character.

The party ID 502 is the ID of a party composed of the player characterwhich is manipulated by this video game apparatus 100 as a member, andcorresponds to the party ID 401 stored in the party management table400. This corresponding relation can uniquely specify to which party theplayer character of the video game apparatus 100 belongs. The nameinformation 503, the form information 504, the attribute information505, the position information 506, the HP information 507, and theequipment information 508 have the same contents as those pieces ofinformation stored in the character management table 410, so thatexchanging information between the video game apparatus 100 and theserver apparatus 200 allow those two groups of information to beconsistent with each other during the progress of the game.

The movie-ON flag 509 is updated to “1” by reception of information forplaying back a movie transmitted from the server apparatus 200, andupdated to “0” as information indicating that a movie will be playedback is skipped, or a movie has been played back to the end.

The other-player-character information 510 is data needed to displayplayer characters other than a local player character on the displayscreen 122 of each video game apparatus 100, and represents informationon other player characters transmitted from the server apparatus 200.Information on other player characters composing the same party ismanaged as the other-player-character information 510 for each playercharacter in the character management table 410 transmitted from theserver apparatus 200. The other-player-character information 510includes the same pieces of information as the character ID 411, thedestination address 412, the name information 413, the form information414, the position information 416, the equipment information 418, andthe movie-ON flag 419 for each of the other player characters belongingto the same party.

The progress of the network game according to the embodiment, and theflow of data in the network game will be described. A party composed ofa plurality of player characters in this network game will battle withan opponent character on a battle field. While this battle may bestarted after playback of a movie on the video game apparatus 100 whichmanipulates each respective player character, each player can skip themovie on his/her own video game apparatus 100.

Even when a player skips a movie on his/her own video game apparatus100, a video game apparatus 100 which manipulates another playercharacter composing the party may still be playing back the movie. Thebattle following the movie will not start until the movie is terminated(regardless of the movie's being skipped or being played back to theend) on the video game apparatuses 100 of all the player characterscomposing the party, and the player character of any video gameapparatus 100 which has terminated the movie is set in standby mode.

FIGS. 6A to 6E illustrate the flow of data from the point when playbackof a movie has started before a battle till the point when playback ofthe movie is terminated on the video game apparatuses 100 of all theplayer characters composing the party. It is assumed herein that thevideo game apparatuses 100 of a party composed of three playercharacters terminate the movie in order (not simultaneously).

As shown in FIG. 6A, information for causing each video game apparatus100 to play back a movie (hereinafter, movie playback information) istransmitted from the server apparatus 200. As a result, after theplayback of the movie has started, the player character of one videogame apparatus 100 performs an operation to skip the movie in playbackfirst, as shown in FIG. 6B, information on a skip input originated fromthe operation (hereinafter, skip input information) is transmitted tothe server apparatus 200 from the video game apparatus 100.

When the server apparatus 200 receives the first movie skip inputinformation, standby information including the character IDs 411, thedestination addresses 412, the name information 413, the forminformation 414, the equipment information 418, and the movie-ON flag419 of other player characters composing the same party (hereinaftersimply “standby information”), and the position information 416 which isupdated to position information associated with the battle position ofthe local player character according to the order in which the movie hasbeen terminated are transmitted from the server apparatus 200 to thevideo game apparatus 100 which has transmitted the skip inputinformation. In this case, because this video game apparatus 100 hasterminated the movie earliest, the video game apparatus 100 receives theposition information 416 updated to position information of a battleposition distant from the opponent character.

When a second movie skipping operation is performed on a video gameapparatus 100 which manipulates another player character composing thesame party, as shown in FIG. 6C, the skip input information istransmitted to the server apparatus 200 from this video game apparatus100. The server apparatus 200 which has received the skip inputinformation transmits standby information including the positioninformation 416 updated with position information on battle positionsaccording to the order in which the movie has been terminated to thevideo game apparatus 100 which has skipped the movie and the video gameapparatus 100 which has skipped the movie previously. Because this isthe second termination of the movie to the previous termination of themovie done by the first video game apparatus 100, the video gameapparatus 100 which has transmitted this skip input information receivesposition information representing a battle position close to theopponent character.

As shown in FIG. 6D, skip input information associated with a last movieskipping operation, or end-of-movie information originated from themovie's being viewed to the end is transmitted to the server apparatus200 from a video game apparatus 100 which has played back the movie tothe end. The server apparatus 200 which has received the skip inputinformation transmits standby information including the positioninformation 416 updated with position information on battle positionsaccording to the order in which the movie has been terminated to all thevideo game apparatuses 100. Because this is the last termination of themovie, the video game apparatus 100 which has terminated the movie lastreceives position information representing a battle position distantfrom the opponent character.

As the video game apparatuses 100 associated with all the other playercharacters composing the same party have terminated playing back themovie, the battle will start. In starting the battle, to allow all thevideo game apparatuses 100 to execute a process associated with thebattle at the same time, battle start information is transmitted to allthe video game apparatuses 100 from the server apparatus 200 after agiven period of time elapses from the transmission of the last standbyinformation, as shown in FIG. 6E.

The following will describe routines which are respectively executed bythe server apparatus 200 and the video game apparatuses 100 which areincluded in the network game system according to the embodiment. FIG. 7Ais a flowchart illustrating a battle routine which is executed by theserver apparatus 200, and FIG. 7B is a flowchart illustrating a battleroutine which is executed by the video game apparatuses 100.

As shown in FIG. 7A, in the battle routine of the server apparatus 200,the control unit 203 of the server apparatus 200 sets the battle flag403 stored in the party management table 400 ON (updates the flag to“1”) for the party which engages in the battle associated with thebattle routine (step S101). The control unit 203 determines whether amovie is played back in the battle (step S102). When a movie is playedback in the battle, movie playback information for playing back themovie on the video game apparatuses 100 at the same time is transmittedto the video game apparatuses 100 associated with all the playercharacters composing the party which engages in the battle (step S103).Movie playback information used herein is not data on a movie itself,but information for playing back the movie which is stored in therecording medium 131 of each video game apparatus 100.

When the movie playback information is transmitted, the control unit 203sets the before-battle flag 404 stored in the party management table 400ON (updates the flag to “1”) for the party which engages in the battle(step S104). The control unit 203 sets the movie-ON flags 419 stored inthe character management table 410 ON (updates the flag to “1”) for allthe player characters in the party (step S105).

Then, the control unit 203 performs a stand-by-for-battle process (stepS106). In the stand-by-for-battle process, a process to be executed inconnection to the video game apparatus 100 which has skipped the movieearlier and is in standby mode until the battle starts (until playbackof the movie is terminated on every video game apparatus 100) whenplayback of the movie has not terminated on every video game apparatus100 yet is carried out. For example, a process associated withtransmission/reception of messages in a chat with the chat function isexecuted, or when the equipment of a player character has been changed,reception of data on a change in the contents of the equipmentinformation 418 stored in the character management table 410 of theserver apparatus 200 or a process of changing the contents is carriedout to change the contents.

After the stand-by-for-battle process in step S106, the control unit 203determines whether skip input information associated with a movieskipping operation performed by a player is received (step S107). Whenhaving determined that skip input information has not been received yet,the control unit 203 determines whether end-of-movie informationtransmitted from any video game apparatus 100 as a consequence of themovie's having been played back to the end and finished without beingskipped is received (step S108). When having determined that theend-of-movie information has not been received yet too, the control unit203 returns to step S106.

When it is determined in step S107 that the skip input information isreceived, or when it is determined in step S108 that the end-of-movieinformation is received, the control unit 203 sets the movie-ON flag 419stored in the character management table 410 OFF (updates the flag to“0”) for the player character of the video game apparatus 100 which hastransmitted the received information (step S109). The control unit 203updates the position information 416 stored in the character managementtable 410 with position information of a battle position which isdecided based on the order of terminating the movie.

The control unit 203 transmits standby information in the updatedcharacter management table 410 to the video game apparatuses 100associated with all the player characters in standby mode (step S110).The control unit 203 determines whether the movie-ON flag 419 stored inthe character management table 410 is OFF (updated with “0”) for all theplayer characters composing the party (step S111). When it is determinedthat the movie-ON flag 419 is not OFF for all the player characters, thecontrol unit 203 returns to step S106.

When it is determined that the movie-ON flag 419 is OFF for all theplayer characters, the control unit 203 resets the before-battle flag404 stored in the party management table 400 OFF (updated with “0”)(step S112). When a given period of time elapses after the before-battleflag 404 is set OFF in step S112, or after it is determined in step S102that playback of a movie will not be executed in the battle, the controlunit 203 simultaneously transmits battle start information for executingan in-battle process to the video game apparatuses 100 associated withall the player characters composing the party which engages in thebattle (step S113). The control unit 203 executes the in-battle process(step S114), and terminates the actual process which is associated withthe battle. Because this in-battle process is not related to theinvention, its description will be omitted.

As shown in FIG. 7B, in the battle process of the video game apparatus100, the control unit 103 of the video game apparatus 100 determineswhether the video game apparatus 100 has received the battle startinformation transmitted from the server apparatus 200 (step S201). Whenhaving determined that the battle start information has not beenreceived yet, the control unit 103 determines whether the movie playbackinformation transmitted from the server apparatus 200 has been received(step S202). When having determined that the movie playback informationhas not been received too, the control unit 103 returns to step S201.

When having determined that the movie playback information has beenreceived, the control unit 103 sets the movie-ON flag 509 stored in thevideo game apparatus 100 ON (updates the flag to “1”) (step S203). Then,the control unit 103 starts playing back the movie in response to aninstruction indicated by the received movie playback information to playback the movie(step S204). The control unit 103 determines whether theplayer has performed a movie skipping operation to enter a movie skipinput (step S205). When having determined that there is the skip input,the control unit 103 transmits skip input information to the serverapparatus 200 (step S206).

When having determined that there is no skip input, the control unit 103determines whether the movie has been played back to the end (stepS207). When having determined that the movie has not been played back tothe end, the control unit 103 returns to step S205. When havingdetermined that the movie has been played back to the end, the controlunit 103 transmits end-of-movie information to the server apparatus 200(step S208).

After the end-of-movie information is transmitted as a result of themovie's having been played back to the end, or after the skip inputinformation is transmitted in step S206, the control unit 103 resets themovie-ON flag 509 stored in the video game apparatus 100 OFF (updatesthe flag to “0”) (step S209). The control unit 103 determines whetherthe standby information transmitted from the server apparatus 200 hasbeen received (step S210). When having determined that the standbyinformation has been received, the control unit 103 updates informationon the local player character stored in the video game apparatus 100 andthe other-player-character information 510 based on the contents of thestandby information (step S211).

The control unit 103 determines whether 1/30 sec is elapsed from thebattle process or from the previous 1/30 sec (step S212). When it isdetermined that 1/30 sec is elapsed, the control unit 103 displays onthe display screen 122 a display image generated by perspectivetransformation of space above the battle field where the local playercharacter is present (step S213). After the display image is displayedin step S213, or after it is determined that 1/30 sec is not elapsed instep S212, the control unit 103 determines whether the battle startinformation transmitted from the server apparatus 200 has been received(step S214).

When having determined that the battle start information has not beenreceived yet, the control unit 103 executes the stand-by-for-battleprocess (step S215). In the stand-by-for-battle process on the videogame apparatus 100, for example, an input of a message associated withthe chat function, a process associated with datatransmission/reception, update of the equipment information 508associated with updating the equipment of the player character, ifchanged, and a process of transmitting the changed content to the serverapparatus 200, or a process associated with the action of the playercharacter according to input information associated with the player'smanipulation of the input device 163 in case of practicing the action ofthe player character in the battle is executed. After thestand-by-for-battle process, the control unit 103 returns to step S210.

When it is determined in step S201 or step S214 that the battle startinformation has been received, the control unit 103 executes thein-battle process (step S216), and terminates the battle process.Because this in-battle process is not related to the invention, itsdescription will be omitted.

The following will describe playback of a movie before a battle in thenetwork game, termination of the playback, and the situation in standbymode by way of specific examples of the display image displayed on thedisplay screen 122 of the video game apparatus 100 included in thenetwork game system according to the embodiment. FIGS. 8A to 8E arediagrams showing specific examples of images displayed on the displayscreens 122 of individual video game apparatuses prior to a battleagainst the opponent character.

FIGS. 8A to 8E show a player A, a player B and a player C as the playerswho manipulate the respective video game apparatuses 100 on theassumption that there are three player characters composing a party.FIG. 8A shows the display screens 122 of the individual video gameapparatuses 100 at the same timing. FIG. 8B shows the display screen 122of each video game apparatus 100 at a timing later than the timing inFIG. 8A. Likewise, FIG. 8C shows the display screen 122 of each videogame apparatus 100 at a timing later than the timing in FIG. 8B, FIG. 8Dshows the display screen 122 of each video game apparatus 100 at atiming later than the timing in FIG. 8C, and FIG. 8E shows the displayscreen 122 of each video game apparatus 100 at a timing later than thetiming in FIG. 8D.

In the specific examples, the player B performs the movie skippingoperation earliest after playback of the movie has started, so that thedisplay screen 122 of the video game apparatus 100 associated with theplayer B enters the battle standby mode. As the player A performs themovie skipping operation next, the display screen 122 of the video gameapparatus 100 associated with the player A enters the standby mode. Inthe remaining part of the movie after the playback of the movie isterminated through the movie skipping operation by the player A, a hinton the attribute of the opponent character against which the battle willbe engaged is viewed. As the video game apparatus 100 associated withthe player C plays back the movie to the end, the display screen 122 ofthe video game apparatus 100 associated with the player C enters thestandby mode last.

At the timing shown in FIG. 8A, the display screen 122 of the video gameapparatus 100 associated with the player B who has performed the movieskipping operation earliest is already in standby mode, and a messageboard 810 which is used for chatting, and an opponent character 822 anda player character 821B of the player B both on a battle field 801 aredisplayed on the display screen 122. In contrast, the display screens122 of the video game apparatuses 100 associated with the other playersA, C keep playing back the movie.

Since the player B has terminated the movie earliest, the display screen122 of the video game apparatus 100 which is manipulated by the player Bshows the player character 821B associated with player B placed in abattle position distant from the opponent character 822, and displays adisplay image showing that condition. Player characters 821A, 821C ofthe players A, C who keep playing back the movie on the respective videogame apparatuses 100 are displayed smaller than the player character821B outside the battle field 801.

At the timing shown in FIG. 8B, as the player A performs the movieskipping operation, the display screen 122 of the video game apparatus100 associated with the player A and the display screen 122 of the videogame apparatus 100 of the player B display the way the player character821A of the player A moves to a battle position on the battle field 801from outside the battle field 801. While the video game apparatus 100which is manipulated by the player C keeps playing back the movie, adisplay image which gives a hint on the attribute of the opponentcharacter 822 is displayed, enabling only the player C to view the hint.

At the timing shown in FIG. 8C, a standby state where the playercharacter 821A of the player A is placed in a battle position isdisplayed on the display screen 122 of the video game apparatus 100which is manipulated by the player A. This battle position is close tothe opponent character because the termination of the movie through themovie skipping operation by the player A is second to the termination ofthe movie done by the player B. The player character 821C of the playerC who has not terminated playing back the movie is displayed smallerthan the player characters 821A, 821B who are already in standby modeand are placed in battle positions on the battle field 801.

Update information of the equipment information 418 which is stored inthe character management table 410 of the server apparatus 200 bychanging the equipment of the player character 821 in standby mode isnot transmitted until the battle start information immediately beforestarting the battle is transmitted to each video game apparatus 100.Even when any one of the players A, B changes the equipment of his/herown player character 821, thereby changing the form of the playercharacter 821 on the display screen 122, a change in the form of theplayer character 821 originated from a change in the equipment may notbe displayed on the display screens 122 of the video game apparatuses100 which are manipulated by the other players.

At the timing shown in FIG. 8D, the video game apparatus 100 which ismanipulated by the player C finishes playing back the movie to the end,and the display screen 122 of this video game apparatus 100, like thedisplay screens 122 of the video game apparatuses 100 of the players A,B, displays the way the player character 821C of the player C moves to abattle position on the battle field 801 from outside the battle field801.

At the timing shown in FIG. 8E, a display image showing all the playercharacters 821 including the player character 821C of the player Cplaced in battle positions on the battle field 801 is displayed on thedisplay screens 122 of all the video game apparatuses 100. Because thevideo game apparatus 100 of the player C has played back the movie tothe end, the battle position of the player character 821C is distantfrom the opponent character 822.

In the network game according to the embodiment, as described above, theserver apparatus 200 manages the progress of a battle between a partycomposed of player characters 821 which are respectively manipulated bya plurality of players, and the opponent character 822. When a battle isaccompanied with playback of a movie as pre-processing, the serverapparatus 200 transmits the movie playback information to each videogame apparatus 100 to permit the movie to be played back on the videogame apparatus 100 of each of the players composing the party.

The video game apparatus 100 which has received the movie playbackinformation displays the movie on its display screen 122, and transmitsinformation indicative of the termination of the playback of the moviewhen the playback is terminated, to the server apparatus 200. Oncondition that the server apparatus 200 has received the informationindicative of the termination of the playback of the movie from thevideo game apparatuses 100 of all the players composing the party, theserver apparatus 200 simultaneously transmits the battle startinformation to execute the battle process at the same time to all thevideo game apparatuses 100.

As each player performs the movie skipping operation on the input device163 of each video game apparatus 100, playback of the movie can beterminated halfway at the desired timing of the player. Until the battleprocess is executed on each video game apparatus 100, the video gameapparatus 100 is in standby mode. This makes it possible to assure thatall the players belonging to the same party which should progress withthe game in cooperation of all the members engage in the battle in theprogress of the game played by the individual players.

Because each player can chat with other players using the chat functionin this standby mode, players experienced in the game who have viewedthe movie several times may not be bored in spending the time until thebattle takes place. In standby mode, each player can practice the actionof his/her player character 821 by manipulating the input device 163 andchange the equipment of the player character 821. For example, a playercan permit the player character to make an action (e.g., deadly skill)involving a difficult manipulation in a battle, so that the player canspend the time without being bored until the battle starts.

Even when beginners in the game view the movie to the end, such viewingof the movie will not bother experienced players, thus encouraging thebeginners to actively participate in the game. What a player can do instandby mode is not only chatting, but also changing the equipment ofhis/her player character 821, so that the player can elaborately preparefor the battle with the opponent character 822.

The player characters 821 composing the party are displayed on thedisplay screen 122 of each video game apparatus 100 in standby mode, theplayer characters 821 which are in standby mode are placed on the battlefield 801, whereas the player character 821 which has not yet terminatedplaying back the movie on the video game apparatus 100 is placed outsidethe battle field 801, and is displayed smaller than the playercharacters 821 placed on the battle field 801. The player characters 821placed outside the battle field 801 moves in a manner of appearing onthe battle field 801 to a battle position according to the order theplayback of the movie is terminated when playback of the movie on thevideo game apparatus 100 is terminated.

The same condition in standby mode is displayed on the display screen122 of any video game apparatus 100 which is set in the standby mode(though practice in the action of the player character 821 whichreflects the manipulation by each player in standby mode, and a changein display originated from a change in equipment are not displayed), sothat it is possible to easily see, through the display device, which onethe players composing the party is the player of a video game apparatus100 in standby mode, or the player who is playing back the movie. Inother words, a player character which is still in standby mode and isnot displayed on the display screen 122 means that its player has notterminated viewing the movie, so that other players who are stillwatching the movie can be identified easily.

When the members of the same party for a long period of time play thegame to fight battles as mentioned above a number of times, individualplayers are likely to see the tendency of each player such that someplayers tend to always terminate a movie quickly or tend to always viewa movie longer. This display of a screen where only the playercharacters of the players who have terminated viewing a movie appear ishelpful in establishing communication with the players with one another,such as prompting a player who is always viewing a movie longer to skipthe movie quickly.

Because the player characters 821 appearing on the battle field 801appear in the order the playback of a movie is terminated, the playerscan get the feeling of being in live about a battle which will takeplace soon, making the game fun even in standby mode to wait for theinitiation of the battle.

Whether the player character 821 appearing on the battle field 801 isplaced in a battle position advantageous over the opponent character 822(the first or third player to terminate viewing the movie) or is placedin a battle position disadvantageous over the opponent character 822(the second player to terminate viewing the movie) varies depending onthe order the players terminate viewing the movie. This gives astrategic aspect to the timing at which each player terminates the movie(including skipping the movie halfway and playing back the movie to theend), improving the entertainment of the game.

The individual player characters 821 and the opponent character 822 havetheir own attributes which have a what is called three-way standoffrelation. This provides an advantage/disadvantage relation between theplayer characters 821 and the opponent character depending on theattributes. Accordingly, even if a battle position is disadvantageousover the opponent character, the relation in attribute between theplayer character 821 and the opponent character 822 may be advantageousover the opponent character 822, thus giving a strategic aspect to thetiming at which each player terminates the movie and which determinesthe battle position. This further improves the entertainment of thegame.

Depending on a movie, an image which gives a hint on the opponentcharacter 822 (attribute of the opponent character 822) with which theplayer characters 821 will fight a battle to be engaged later may bedisplayed while the movie is played back. So, a player who has seen suchan image to be a hint may progress with a subsequent battle moreadvantageously than a player who has skipped the movie before the imageto be a hint is displayed. Accordingly, a strategy of allowing a playerto decide whether to perform the movie skipping operation to terminatethe playback of the movie before viewing an image to be a hint or toview such an image is added to the strategy of determining the timing ofterminating the movie, thus further improving the entertainment of thegame.

When a player performs a movie skipping operation on each video gameapparatus 100, the skip input information is transmitted to the serverapparatus 200 as information indicating the end of the movie, whereaswhen the movie is played back to the end, the end-of-movie informationis transmitted to the server apparatus 200 as information indicating theend of the movie. Every time the server apparatus 200 receives theinformation, the server apparatus 200 does not transmit information onthe mode of each player character 821 (information on the action,equipment, etc.) to each video game apparatus 100 except fortransmission of standby information to each video game apparatus 100 instandby mode. As a result, although the server apparatus 200 reduces theamount of transmission of, or the number of transmissions of,information associated with the display in standby mode, each video gameapparatus 100 will know whether the player characters 821 composing theparty are playing back a movie or are in standby mode, thus relievingthe load on the processing of the server apparatus 200.

The invention is not limited to the foregoing embodiment, and may beapplied in various other forms. Modifications of the embodiment to whichthe invention is adaptable will be described below.

In the network game according to the embodiment, when a given period oftime elapses after the server apparatus 200 receives information on theend of playback of a movie from the video game apparatus 100 that hasterminated playing back the movie last, and then transmits standbyinformation associated with the player character of this video gameapparatus 100 to the video game apparatuses 100 of all the playercharacters composing a party, the server apparatus 200 transmits battlestart information to synchronize the start of a battle. Instead of thissynchronization, after reception of standby information associated withthe player character 821 of the video game apparatus 100 that hasterminated playing back the movie last, each video game apparatus 100may measure a predetermined period of time from the transmission timeincluded in the received information, and the elapse of the given periodof time is set as the timing for starting a battle. This scheme canreduce the amount of data transmitted from the server apparatus 200,thus relieving the load on the processing of the server apparatus 200.

In the network game according to the embodiment, as a movie is skipped,the server apparatus 200 transmits standby information to each videogame apparatus 100 in standby mode. Instead of this approach, thestandby information may be transmitted to the video game apparatus 100that is playing back a movie. At this time, upon reception of thestandby information, the video game apparatus 100 that is playing backthe movie may update various kinds of data based on the standbyinformation, and continue to play back the movie.

In the network game according to the embodiment, a movie skippingoperation is performed using the input device 163 to skip a moviewithout playing it back to the end. Instead of this scheme, a player mayprevious set his/her own video game apparatus 100 to automatically skipa movie when playback of the movie starts on the video game apparatus100 (i.e., to automatically terminate the movie at the same time asplayback of the movie starts). A player may be able to set informationindicating that playback of a movie on his/her own video game apparatus100 is unnecessary in the server apparatus 200 beforehand.

In the network game according to the embodiment, when a movie before abattle is skipped so that the player character 821 is in standby mode,it is possible to change the equipment of the player character 821 andpractice the action thereof. If there is another player character 821 instandby mode, however, the equipment of the former player character 821and the equipment of the another player character 821 may be set to beexchangeable with each other. When an item or the like to recover the HPof a player character is available in addition to the equipment, theplayer of this player character may exchange such an item with anotheritem owned by the player of another player character 821 in standbymode.

In the network game according to the embodiment, the battle positions ofthe player characters 821 composing a party are decided by the order(skipping operation, playback of the movie to the end) in which playbackof a movie on the video game apparatuses 100 of the individual playercharacters 821 have been terminated, and any player character 821 whichhas terminated playing back the movie earlier is set in standby modeuntil playback of the movie on every video game apparatus 100 isterminated. Instead of this approach, each player may set the equipmentof his/her own player character 821 before a battle, and the battlepositions of the player characters 821 may be decided by the order offinishing the setting of the equipment (specifically, the order in whicha player performs an operation to indicate the end of the setting usingthe input device 163, and input information transmitted based on theinput information is processed by the server apparatus 200).

Although the types of modes of battle positions in a battle are notparticularly discussed in the foregoing description of the network gameaccording to the embodiment, there may be plural types of modes ofbattle positions. Although the foregoing embodiment has been explainedby way of example where there are three player characters 821, thenumber of the player characters 821 may be four or more. Thismodification ensures diversification of the types of modes of battlepositions, thus increasing available choices for the battle positionwhere the player will place his/her own player character 821. Thisimproves the entertainment of the game.

When there are plural types of modes of battle positions this way, themode of the battle position may be set to any one of the modes of battlepositions before a movie is played back, or may be determined at randombattle by battle. The mode of the battle position that is determined atrandom may be displayed as a hint in the display image in the moviewhich is being played back.

In the network game according to the embodiment, a battle is fought withthe number of opponent characters 822 being one. Of course, the numberof opponent characters 822 in a battle may be two or more. Theadvantage/disadvantage of the battle position of a player character 821over each of the opponent characters 822 in a battle may vary accordingto the deployment of a plurality of opponent characters 822 on thebattle field 801.

When a battle involving three player characters 821 composing a partyand two opponent characters 822, for example, the player characters 821can take more complicated battle positions, such as battle positionsdistant from one opponent character 822 but close to the other opponentcharacter 822, or battle positions reversed to the former battlepositions, or battle positions distant from both opponent characters 822or close to both other opponent characters 822. This expands thestrategy for each player in deciding which battle position his/her ownplayer character 821 should take, i.e., in deciding at which timingplayback of a movie should be terminated, thereby further improving theentertainment of the game.

There may be plural types of opponent characters 822 which may havedifferent damage levels and different magnitudes of the values of HP.The deployment of such plural types of opponent characters 822 on thebattle field may be determined according to the combination of theopponent characters in fighting a battle. The battle positions may bedetermined at random battle by battle. The types and deployment of theopponent characters 822 may be displayed as a hint in a display imagewhile the movie is being played back.

Although a plurality of player characters 821 composing a party battleagainst the opponent character 822 in a battle to defeat the opponentcharacter 822 in the foregoing embodiment, parties each composed of aplurality of player characters 821 may battle against each other inaddition to, or instead of the way of fighting a battle in theembodiment. In this case, a same event (playback of a movie, or thelike) may be performed with respect to all the player characters 821which participate in the battle, or different events may be performedparty by party. In this case, the battle should start on condition thatevents associated with all the player characters 821 are terminated.Accordingly, the advantage/disadvantage of the battle positions of thelocal player characters in one party varies according to the deploymentof the player characters 821 of the opponent party. As a result, theentertainment of the game is improved further.

Although the display screen 122 of the video game apparatus 100 that isstill playing back a movie does not show other than an image associatedwith the movie being played back (e.g., the image being the messageboard 810 for chatting), the number of players who have already skippedthe movie may be displayed at a corner of the display screen 122 withoutdropping the visibility of the movie. Because the timing at which aplayer performs a movie skipping operation is associated with thedecision on the battle position of his/her own player character 821,displaying the number of players who have already skipped the movie thisway further expands the strategy for each player in the movie skippingoperation, thus improving the entertainment of the game.

In the network game according to the embodiment, some battles areengaged after a movie is played back. However, the network gameaccording to the embodiment is applicable to a case where tutoring of abattle is carried out instead of playing back a movie, or together withplayback of a movie. Accordingly, a beginner on the game checks thetutorial once, whereas a player who has checked the tutorial and isassociated with a player character belonging to the same party as thebeginner need not see it again, and can be relieved of the troublesomerestraint. In the period where a player skips the tutorial and waits forother players, the player can change the equipment or practice theaction of his/her own player character, so that the player will not bebored waiting for other players and can effectively use the standbyperiod.

Although a plurality of player characters 821 cooperate with one anotherto progress with the game, and battle with an opponent character 822after playback of a movie in the network game according to theembodiment, the invention may be adapted to any game which needssynchronization for the progress of the game after an event such asplayback of a movie is performed. For example, the invention isadaptable to a race (such as car race or horse race) which actuallystarts after some event associated with the race is performed, or sports(such as soccer or baseball) whose game is actually played after someevent associated with the game.

In the network game according to the embodiment, a race or sports may beplayed as a minigame in addition to execution of a battle. In this case,the aforementioned tutoring may be carried out before this minigame. Thestarting positions or the like may be decided for a race, or thepositions or the like of players may be decided for sports, according tothe order of the players terminating the event.

An MMORPG has been explained as a network game by way of example in theforegoing description of the embodiment. Of course, the invention may beadapted to even a simulation game where multiple players can participateas long as the game is a network game which involves changes in theprogress of the game, such as a battle and an event (playback of amovie, tutoring, or the like).

According to the embodiment, the video game apparatus 100 or a dedicatedgame apparatus is used as a device which becomes the platform to play avideo game. According to the invention, however, a general-purposepersonal computer or the like which includes components similar to thoseof the video game apparatus 100 and has a network connecting capabilitymay be constructed a platform. A portable game apparatus (including acellular phone having a capability of running applications) which isconfigured to have the display device 121 and the sound output device125 accommodated in the same casing as the casing of the main body 101.

A semiconductor memory card may be adopted as the recording medium 131in place of a DVD-ROM or CD-ROM. A card slot where the memory card isinserted may be provided in placed of the DVD/CD-ROM drive 113. In caseof a general-purpose personal computer, the program and data accordingto the invention may be provided in the form of being prestored on theHDD 107, not stored in the recording medium 131. Any recording mediummay be optionally used to store and provide the program and dataaccording to the invention according to the physical form of thehardware and the distribution form.

According to the embodiment, the program and data for the video gameapparatus 100 are stored in the recording medium 131 for distribution.Instead, the program and data may be stored on a fixed disk apparatusincluded in the server apparatus located on a network, and distributedto the main body 101 via the network. The video game apparatus 100 cansave the program and data, received at the communication interface 115from the server apparatus 200, in the HDD 107, and load them into theRAM 105 at the time the program is run.

What is claimed is:
 1. A non-transitory computer readable recordingmedium including a program which is executable by a computer for causingthe computer to perform operations including: receiving, by a receiver,an input from a player who uses the computer; communicating, by atransmitter, with other computers on a network; displaying, on a displaydevice included in the computer, when a predetermined event generationcondition in a game performed by other players using the other computersand the player is met, a movie, termination of displays of the moviebeing enabled in accordance with the input from the player and inputsfrom the other players; terminating, by a processor, a display of themovie on the display device in accordance with the input from theplayer; executing, by the processor, an event during the game after thedisplays of the movie are terminated in accordance with the input fromthe player and the inputs from the other players; and displaying, on thedisplay device included in the computer, an image which represents atleast one of a display state of the displays of the movie in the othercomputers and the termination of the displays of the movie in the othercomputers.
 2. The non-transitory computer readable recoding mediumaccording to claim 1, wherein the processer executes a virtual characterbattle as the event.
 3. The non-transitory computer readable recodingmedium according to claim 1, wherein the movie comprises a dynamic imagerelating to the event, the event following the termination of thedisplays of the movie.
 4. The non-transitory computer readable recodingmedium according to claim 1, wherein the computer and each of the othercomputers terminates one of the displays of the movie by operating aninput device before a given period elapses.
 5. A server connected anetwork game system, the network game system including the server and aplurality of computers, the server comprising: a receiver that receivesan input from each of the plurality of computers; a transmitter thatcommunicates with the plurality of computers on a network; a processorthat causes, when a predetermined event generation condition in a gameperformed by the plurality of computers is met, a display deviceincluded in each of the plurality of computers to display a movie,termination of the display of the movie in each of the plurality ofcomputers being enabled in accordance with the input from each of theplurality of computers; the processor that terminates the display of themovie in each of the plurality of computers in accordance with the inputfrom each of the plurality of computers; the processor that executes anevent during the game after the input for causing the display of themovie in each of the plurality of computers to be terminated is receivedfrom each of the plurality of computers; and the processor that causesthe display device included in each of the plurality of computers todisplay an image which represents at least one of a display state of themovie in each of the plurality of computers and the termination of thedisplay of the movie in each of the plurality of computers.
 6. Anon-transitory computer readable recording medium including a programwhich is executable by a server for causing the server to performoperations including: receiving, by a receiver, an input from each of aplurality of computers; communicating, by a transmitter, with theplurality of computers on a network; causing, by a processor, when apredetermined event generation condition in a game performed by theplurality of computers is met, a display device included in each of theplurality of computers to display a movie, termination of the display ofthe movie in each of the plurality of computers being enabled inaccordance with the input from each of the plurality of computers;terminating, by the processor, the display of the movie in each of theplurality of computers in accordance with the input from each of theplurality of computers; executing, by the processor, an event during thegame after the input for causing the display of the movie in each of theplurality of computers to be terminated is received from each of theplurality of computers; and causing, by the processor, the displaydevice included in each of the plurality of computers to display animage which represents at least one of a display state of the movie ineach of the plurality of computers and the termination of the display ofthe movie in each of the plurality of computers.